Hi,
I have implemented UDP version communication of osgVisual for the distributed
rendering. It sends Viewmatrix and receives viewmatrix then applies it via
callbacks.
I will test with a dense scene for different machines (different graphics cards
/ different performances) if it makes any
Hi,
with framelock I meant some kiond of hard lock: the whole rendering cluster
waits until all includes machines have rendered their image and the swap
together.
This way even in high dynamic scenes you can't see the blendzone between two
channels.
Otherwise you could the the blendzone, if
Hi,
I have also used ENET version. However ,in a hurry, i have isolated UDP
implementation from osgVisual and tried distributed rendering. I will share it
when (and if) i can do some coding about the implementation.
I have examined Framesync @ Nvidia website. It is hardware supported as you
Hi,
Sythel wrote:
I will share it when (and if) i can do some coding about the implementation.
Thats great :)
Well, somewhere in the OSG code the OpenGL swap command is executed I assume.
At this place it would be correct to add some syncing code. (UDP signal on a
dedicated sync
Hi,
I see that we have to use another external signal networking for safe
distributed rendering. There are frame ids printed on slave clusters, but i
think it is just information about which frame the master is rendering, since
there is no actual external sync signal.
By the way slave
Hi,
If your SceneGraph is identical on both machines, you can just serialize the
camera matrix, send it via socket to your slaves, deserialize it over there and
apply it on the slave camera matrix.
Note: You don't have framelock, enable VSync and hope that transfering the
camera matrix AND
Selam Muhammed;
This
http://www.ub.uit.no/munin/bitstream/handle/10037/1065/thesis.pdf;jsessionid=C0E24ED29579BADBBA942B95B8C93B1D?sequence=1master
thesis may help you to solve your problem about how OpenSceneGraph
supports distributed rendering.
Regards.
Ümit Uzun
2011/4/10 Muhammed Kalkan
Hi,
you can use several aproaches for distrubuted rendering:
a) If you use the same software and same input data (- identical scene graph),
you could transfere the camera settings and scene grpah modifications via
settings.
b) You could use equalizer to distribute the GL rendering:
Hi,
Thank you for all your responses.
Umit, i have examined the paper and it can be a good starting point for a
complicated distributed rendering and even can be a seperate plugin for OSG.
But at the moment as far as i understand it is a bit far from being practical
and didn't get tried out
Hi,
Sorry if subject changed in previous topic. In my humble knowledge of
distributed rendering, i think scene graph must have some kind of mechanism to
sync frames to be rendered in each cluster (rendering machine). As your post
states , a socket communication can transmit the sync messages.
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